// Copyright 2022 Dolphin Emulator Project // SPDX-License-Identifier: GPL-2.0-or-later #include "VideoBackends/Metal/MTLVertexManager.h" #include "VideoBackends/Metal/MTLStateTracker.h" #include "VideoCommon/PixelShaderManager.h" #include "VideoCommon/Statistics.h" #include "VideoCommon/VertexShaderManager.h" Metal::VertexManager::VertexManager() { } Metal::VertexManager::~VertexManager() = default; void Metal::VertexManager::UploadUtilityUniforms(const void* uniforms, u32 uniforms_size) { g_state_tracker->SetUtilityUniform(uniforms, uniforms_size); } bool Metal::VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset) { *out_offset = 0; StateTracker::Map map = g_state_tracker->Allocate(StateTracker::UploadBuffer::Texels, data_size, StateTracker::AlignMask::Other); memcpy(map.cpu_buffer, data, data_size); g_state_tracker->SetTexelBuffer(map.gpu_buffer, map.gpu_offset, 0); return true; } bool Metal::VertexManager::UploadTexelBuffer(const void* data, u32 data_size, TexelBufferFormat format, u32* out_offset, const void* palette_data, u32 palette_size, TexelBufferFormat palette_format, u32* out_palette_offset) { *out_offset = 0; *out_palette_offset = 0; const u32 aligned_data_size = g_state_tracker->Align(data_size, StateTracker::AlignMask::Other); const u32 total_size = aligned_data_size + palette_size; StateTracker::Map map = g_state_tracker->Allocate(StateTracker::UploadBuffer::Texels, total_size, StateTracker::AlignMask::Other); memcpy(map.cpu_buffer, data, data_size); memcpy(static_cast(map.cpu_buffer) + aligned_data_size, palette_data, palette_size); g_state_tracker->SetTexelBuffer(map.gpu_buffer, map.gpu_offset, map.gpu_offset + aligned_data_size); return true; } void Metal::VertexManager::ResetBuffer(u32 vertex_stride) { const u32 max_vertex_size = 65535 * vertex_stride; const u32 vertex_alloc = max_vertex_size + vertex_stride - 1; // for alignment auto vertex = g_state_tracker->Preallocate(StateTracker::UploadBuffer::Vertex, vertex_alloc); auto index = g_state_tracker->Preallocate(StateTracker::UploadBuffer::Index, MAXIBUFFERSIZE * sizeof(u16)); // Align the base vertex m_base_vertex = (vertex.second + vertex_stride - 1) / vertex_stride; m_vertex_offset = m_base_vertex * vertex_stride - vertex.second; m_cur_buffer_pointer = m_base_buffer_pointer = static_cast(vertex.first) + m_vertex_offset; m_end_buffer_pointer = m_base_buffer_pointer + max_vertex_size; m_index_generator.Start(static_cast(index.first)); } void Metal::VertexManager::CommitBuffer(u32 num_vertices, u32 vertex_stride, u32 num_indices, u32* out_base_vertex, u32* out_base_index) { const u32 vsize = num_vertices * vertex_stride + m_vertex_offset; const u32 isize = num_indices * sizeof(u16); StateTracker::Map vmap = g_state_tracker->CommitPreallocation( StateTracker::UploadBuffer::Vertex, vsize, StateTracker::AlignMask::None); StateTracker::Map imap = g_state_tracker->CommitPreallocation( StateTracker::UploadBuffer::Index, isize, StateTracker::AlignMask::None); ADDSTAT(g_stats.this_frame.bytes_vertex_streamed, vsize); ADDSTAT(g_stats.this_frame.bytes_index_streamed, isize); DEBUG_ASSERT(vmap.gpu_offset + m_vertex_offset == m_base_vertex * vertex_stride); g_state_tracker->SetVerticesAndIndices(vmap.gpu_buffer, imap.gpu_buffer); *out_base_vertex = m_base_vertex; *out_base_index = imap.gpu_offset / sizeof(u16); } void Metal::VertexManager::UploadUniforms() { g_state_tracker->InvalidateUniforms(VertexShaderManager::dirty, PixelShaderManager::dirty); VertexShaderManager::dirty = false; PixelShaderManager::dirty = false; }